Again: You don't count the CHARACTER's hours, you count the playtime of CLASSES in the seasons tab. We know that character's playtime is meaningless because of rebirth.
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Apr 25, 2017Posted in: Diablo III General Discussion
This is not a "Path of Exile" thread. Leave PoE out of this. Any further post mentioning PoE will be deleted without notice due to being off-topic. This is per request of the community by the way - we get a lot of reports from people who are sick of being rubbed in their face that PoE is the best game ever and why they're still playing D3. Just stop this.
On topic: I personally think the issue is not that solo is inherently better than group play - with one exception, and that being bounties. Solo bounties are just stupid.
But in terms of rifts, whether I do T13 solo or in a group does not have a huge effect. Similarly, group play is not inherently better in raw numbers. I believe there are two different issues that need to be addressed in order to close the gap between group and solo play:
1) Area damage. Because area damage is so insanely strong right now, "meta groups" with WDs can clear much higher than any other group composition or solo players.
2) Monk healing. They nerfed it once after season 4, but it's still a bit too much; I think the numbers should be reduced a bit and Soothing Mist needs to change.
If you take those two things away, solo players would probably be farming just as high as groups. I've done a lot of solo, 2p, 3p, and 4p "non-meta" play in the last 5 months or so (because until 2 weeks ago we had no one in our group playing WD), and it really didn't matter how many of us were online, we were doing about the same thing (only made sure we were at least 2-3 people for bounties).
That's my opinion. Look at the true cause of the "group vs solo" gap and address that instead of just treating the symptoms.
Apr 25, 2017Posted in: Diablo III General Discussion
No, account sharing is a bannable offense. Also, "I'm sharing an account with a friend of mine" is where all this brother Chris meme thing started (a famous streamer who shall not be named here said he wakes up to so many rift keys in his stash because his brother Chris is playing on his account at night). At paragon 700 though no one will care I guess. But to be honest your friend should get his own account and you should play together.
Apr 25, 2017Posted in: Diablo III General Discussion
You don't check playtime by looking at people's characters, you look at the playtime in their seasonal profile and sum up all the hours played of all classes.
On topic: Yes, botters still bot. I've given up on it. I'm expecting full primal people soon, but to each their own; I at least know I've farmed them myself and not got them handed over by my brother Chris who was running rifts all night. I play to find primals. If my bot finds primals, what am I playing for? I don't get it. But whatever.
Apr 24, 2017Posted in: Diablo III General Discussion
1) This has not personally happened to me and I will keep using the armory with my gems. If I lose a gem... I'll have to level it back up. Sucks, but I don't want to give up on the flexibility and most desired feature that the armory provides.
2) To people who doubt this or even call it a hoax: read the bug reports provoss linked. As I said, it hasn't happened to me - but there's actually too many people who reported this bug to make this a hoax. I think the title is misguided (I'll edit it to something more appropriate and less misleading) - but it's a nice heads-up for everyone who wants to take precautions for potential bugs. If you got a rank 120 Trapped gem through some crazy upgrade luck I'm sure you'll appreciate the extra safety warning by the community.
Apr 18, 2017Posted in: Diablo III General Discussion
Gamble for armor pieces, cube weapons/amulet. Rings are a tough one because both gambling and cubing can take forever and is expensive.
Leeching takes forever and is lame and only makes sense if you want to do a full class switch and need every single item (e.g., you want all 4 class sets of WD to do the conquest).
To just gear up a WD for group rifts, play on any class that can clear GRs fast and gamble using the blood shards. Best is a wizard since you can get rings/amulet on a wiz as well (except for Ring of Emptiness which you can cube), so the only difficult thing to cube is a Sacred Harvester+the staff and all other pieces can easily be gambled. The items are all common except for the belt, so start gambling that. Note that helmet and chest are way more expensive than other set pieces (shoulders being the cheapest), so it might be worth it to just gamble for 6 shoulder pieces and then use the convert recipe in cube to get all 6 different pieces.
Of course the fastest way is to just group up with 3 WDs and ask them to drop pieces they don't need. Once you have someone who will share their loot with you on T13 gearing up an alt is by far the fastest; it took me 2 hours to switch to wizard this season because I had friends who just powerleveled my wizard to 70 in one T6 cow level, then we did some T13 (me on my monk) and an hour later I had enough set pieces to re-roll everything to have the build ready.
Apr 13, 2017Posted in: Demon Hunter: The Dreadlands
Magic find only affects legendary drop rates by 10% effectiveness. So your 50% more MF would result in 5% more legendaries (i.e., primals). But you'd lose way more than 5% damage, which means you get less overall loot.
=> Magic find is useless.
Apr 11, 2017Posted in: Crusader: The Church of Zakarum
Moved to Crusader forums.
There is no consensus because the general consensus is that support crusader is dead. It's mainly because of the CC changes: most of the crusader's abilities have cooldown, so can't be spammed, but you need to spam skills in order to get applied because of the ridiculous CC resistances in groups. This is even more so the case for the crusader as many of his skills have no effect at all if they get "resisted" by the mob (especially talking about Judgment here).
The question is: how fast is your group. If you're regularly going over 8-10 minutes, fights are more stationary and you might try using Gathering Sweep to create nicely stacked groups. For any other occasion, or in general, I suggest Condemn-Vacuum. The Steed Charge - Draw and Quarter rune is unfortunately more gimmicky than anything else because the mobs will resist a "pull" in 19 out of 20 attempts when they have max CC resistance.
Besides that, just the usual group buffs: Critical for DPS or (more likely) one of the defensive laws to buff toughness. Of course stack CDR like crazy. Regardless of whether you use Sweep or Condemn, you should definitely also stack lots of wrath regen and RCR to be able to spam those skills indefinitely and therefore proc Obsidian A LOT, which helps even more with CDR.
The exact choice of skills depends on your group's needs, composition, and speed. It's like the monk: the #1 spec that the top players use is not the best one for speed farming or GR65s, you'll have to improvise and take whatever you think complements your group best.
Apr 10, 2017Posted in: Diablo III General Discussion
What I have is a profile called "EMPTY" as the #5 build for every character. It's just a profile of any of the builds minus legendary gems and "shared items" such as jewelry. Every time before I switch character or log out I quickly select this profile and then put the gems from my inventory into the stash. It's my workaround and it works pretty well.
Apr 10, 2017Posted in: Diablo III General Discussion
Yes, we all know this, but there are two caveats: 1) 1000 int is a lot of stuff and rolling that off means you expect having A LOT of paragon and A LOT of augments. Since I don't intend to farm either of that and hate solo pushing, it's pointless. 2) If you have vit and int, vit is the more expendable stat.
This "get rid of main stat" tendency has gone a bit too far, I see people with non-ancient gear, 2-3 rank 70 augments, and paragon 800 rolling off main stat. Which is stupid; the reason why top players roll off main stat is because at 20k or 25k main stat adding 750 more doesn't give them a lot of benefit anymore. A lot of players just copy builds and gear decisions from the #1 players but don't understand that at paragon 4000 your decision-making process can be very different compared to paragon 800. "Vit and int is pointless" is, honestly, a very very stupid statement. It's not stupid, especially int is never pointless (or are you telling me augmenting int is pointless?) - it's just that at a certain gear level there are better choices to be made. But to be fair, once you're at that point, you should know your character well enough. For the Average Joe, telling them to skip int/vit altogether is not good advice.
Anyways, this topic is about discipline on weapon. And that's a no-brainer.
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Mar 22, 2017Posted in: Diablo III General Discussion
Thanks Tom. So best to create an Armory "Default" set to switch to at the end of each play session with no Gems and drop the other stuff back into Stash for the next build.
If you use the same simplicity gem, for ti to work on 2 different classes it will have to be in the stash.
However, if the game finds "another" simplicity in the stash it will use that one, vice versa if you upgrade your gems in the meantime it will always use the highest gem level the game/armory has access to.
Mar 7, 2017Posted in: Diablo III General Discussion
- T5 Rift
- 1gem lvl 25
- Realm of Regret T1
- Realm of Putridness T1
- Leg from Bloodshards
- One Task from Set Dungeon
- SIegebreaker T7
- Azmo T7
- GR 30 solo
- Kanai full equiped (weap/arm/ring,amu)
- T10 in 6min
- 3 gems lvl 35
- craft FLawless Royal gem
- Realm of Fright T10
- Realm of Terror T10
- Master Set Dungeon
- Butcher T10
- Kulle T10
- GR 40 solo
- Convert Set item
- T12 in 6min
- 3 gems lvl 45
- craft hellfire amu
- 1 conq. (which all except one are imo annoying)
- Urzael T13
- Rakanoth T13
- GR 50 solo
- Extract 20 powers
- T13 in 5min
- 3 gems lvl 55
- 2 conq.
- Magda under 15 sec T13
- Greed T13
- GR 60 solo
- Augment lvl 50+
- Reforge leg
- T13 in 4min
- 3 gems lvl 70
- 3 conq.
- Adria under 15 sec T13
- GR 70 solo
- Extract 40 powers
So overall nothing? has changed, except now kill two other bosses in short time i guess. These Conquests though...
Feb 19, 2017Desolacer posted a message on [2.4.3] Crusader builds (google doc list) | Including 20+ builds and the most viable builds | X-Post from redditPosted in: Crusader: The Church of Zakarum
I was and I still am working on the Crusader build list for the current Patch 2.4.3.
The list includes meta and fun/anti-meta builds.
Almost every build includes links to a
- written guide (diablofans build creator)
- d3planner overview and/or
- a gameplay video or a video guide
Currently there are:
Amount of Torment 10+ builds: 15+ (2 meta builds)
Amount of group GR builds: 3+ (0 meta builds)
Amount of solo GR builds: 3+ (2 meta builds)
I know that there are a ton of different builds that can be played using the Legacy of Nightmare or Armor of Akkhan set as a Crusader, so if you want me to add a build you really like and want in the list, you can comment here or pm me at http://www.diablofans.com/members/58312-desolacer
For the Greater Rift section I decided to only add the very popular builds that you can find on the leaderboards.
I know that you can force a lot of builds going for GR80+ (especially with high paragons/augments) but I find it necessary to keep the GR section as viable as possible.
Edit: Here is also the Demon Hunter build list I posted a few weeks ago:
Feb 12, 2017Autiwa posted a message on Brainless Builds Comparison: Sage's set builds (with videos)Posted in: Diablo III General Discussion
For the DH, I tested tons of build with natalya or shadow. I tested barb and wizard. I enjoyed the explosion build for wizard but I can never keep the 4 stacks of tal rasha and it annoys me.
I mainly play DH UE, and I'm much faster with it. Mainly because I have nearly perfect gear and each ancien piece is reinforced with 80+ gems. I find a bit frustrating to play T8 to farm DB. I don't play T13 either but T11-T12 are the best spot in my opinion.
I tend to say that to farm DB, just use a "speed farm" version of your most used build. The quality of your gear and the fact that you're used to this build should largely compensate the fact that this is not a "DB build".
I was very interested by all your test Bagstone, and I'm impressed by your dedication.
As a brainless build, I would advise UE with the gold belt and avarice band. You just don't use your brain for that. You run, the avarice band pick up globe and health globe, the only thing you have to do is pick up legendaries and DB. But again, I'm used to this build.
I think it's just the usual UE farm build. Something like that:
(but I use in the cube the gear that reduce by 30% the cost of fire spells, then use the fire vault. The one that reduce cost if damage free is interesting also with the other rune for even more cost reduction of vault. For passive, I get rid of hot pursuit and tactical advantage. I use ambush, cull of the weak and ballistic. If you have an amulett with another passive, that's even better. With avarice band and blood vengeance, you can vault like crazy without any discipline problem. Damage is important to be as fast as possible in the highest difficulty possible.
Dec 22, 2016wudijo posted a message on [2.4.3] Hellcat Waistguard Theorycrafting and my Guides for S9Posted in: Demon Hunter: The Dreadlands
in the recent weeks I've been testing the new DH builds made possible by the reworked Hellcat Waistguard and also dived a little bit more into the belt's mechanics as well. I did some tests on the PTR to find out more about how everything works, which is probably worth knowing for everyone who wants to take his grenade builds seriously. Since we are quite late in the PTR cycle and DH seems to be in a okay spot, I doubt we will see many, if any, changes here anymore.
I did a total of 5 different tests. First, nailing down the damage behavior of the procs, second, recording the average hit chances of bouncing grenades on a stationary target, third, validating proc chances by skill, fourth, counting some kill times with different belt rolls, and fifth, exploring the Buriza mechanics with grenades and the belt.
Here is a screenshot of my sheet for the first test:
My base damage is 56 without the belt equipped, using Grenade - Tinkerer. If I equip the belt, my "base" attacks will go up by 50% to 84 already, meaning the initial attack aready counts as a bounce. The following bounces each add 50%, and the last one will deal 800% total, not 100% + 800% = 900% as the wording on the belt could suggest ("... dealing an additional 50% damage on each bounce / This bonus is increased to 800% on the final bounce"). This means the total damage with all grenades hitting are 1700% (5 affix), 1400% (4 affix) and 1150% (3 affix), respectively.
On my next test, I took a stationary target (Hellbringers in A3) and did 200 casts with each possible belt affix, counting the procs as well as how many times each separate bounce would hit the target. This test was done with the Grenadier passive equipped. Here is a screenshot:
It seems likely that the differences in proc chances are only due to statistical errors, and the real proc chance is probably precisely 50% (also tested more thoroughly below).
It is worth noting that Hellbringers have a rather large hitbox, which rivals that of only the biggest monsters (not counting RGs). Interestingly, the damage share of the initial attack is rather high, around 20-27%. But as you can see on the numbers, especially for the belts with 4 and 5 affix, hitting a target more than twice is rather uncommon. The third, fourth and fifth hits all have average hit chances of below 50%, going as low as 28%. Obviously the numbers go down as the count in bounces increases, as the grenades have a higher chance of jumping somewhere outside of the initial attack area.
Looking at the numbers for only the last and most important bounce for each affix, you can see that the "big" explosion at the end doesn't even do that much for the 5-belt, with only 32% of the total damage done (as opposed to the possible 47% if we had 100% hit chance). Same for the 4-belt, where it is 40% (possible 57%), and only for the 3-belt we have some good numbers here, with 59% of the total damage (69% if we had 100% hit chance).
This result is very interesting because it suggests that the "bad" rolls on the bad are actually not that bad, and might in fact be better than a good roll in some cases. Of course the potential is much higher with a 5-belt, however the average chances of hitting the right targets (or anything at all) are very low for the strong, late explosions, while you get those much more consistently with a low affix. More importantly, bouncing grenades disappear as soon as they hit an obstacle or a wall. This test was done in an open area with no obstacles around, however in a GR, even in good map layouts (excluding most of arreat crater, perhaps), we have walls and obstacles everywhere, and grenades will disappear often before they can fully finish their bounces, favoring a lower affix on the belt. On top of that, you have to consider that for high GR pushing, the ideal playstyle is to surround elites with a lot of trash in order to nuke them down with area damage. With the high-affix belts, the grenades can be expected to do the opposite, i.e. jumping out of the center and killing all the small targets outside, leaving you with nothing but the high hp targets and no area damage to kill them. Based on my limited GR testing on the PTR it seems like there is a chance that people will prioritize lower rolls on their belts for certain builds. For speed farm (torment) builds specifically, you might want to run with a low belt anyway, simply because it takes a long time for all the bounces to happen in the first place.
This incosistent bouncing behavior is generally not so bad for skills like Cluster Arrow - Cluster Bombs or Grenade - Cluster Grenades, because those don't jump so far or just hit a large area in general. However, for Rain of Vengeance - Anathema, Strafe - Demolition or Grenade - Grenade Cache the difference is definitely noticeable and you can see that very often you won't hit your targets with your last explosions. I think overall higher belt affixes will still win out (especially when we consider GR fishing for big density), however probably not by as much as one could think without looking more closely.
My next test was just a confirmation of proc chances by skill. I equipped all the relevant grenade skills and counted how many times I saw a proc. It was rather difficult to do for RoV, so I only did 5 casts, watching them in ultra slow motion a couple times and counting the hits / nonhits until I felt I caught most of them. It seems like the belt has 50% proc chance across the board, independent of skill and belt affix roll:
Based on my findings about the low affix rolls, I went on to a field-test killing a big target in a rather open area (Ghom) and a small target in a very confined area (skinny a1 zombie near Adria's hut), counting the seconds for a kill.
It's only a small sample size, but it indicates that indeed the lower belts might not be so bad, especially on small targets and in areas where grenades tend to bounce against obstacles. Note that this test was done with Grenade - Grenade Cache, which probably has the highest bounciness of all grenades. It's also interesting that despite the highest average kill time, the fastest kill by far was done with the lower belt, too (on zombie target).
Right now I would say that the (5) belt is probably going to be the best on average if you intend to use it for fishing good maps and big density, and a (3) belt is probably best used for fast farm runs (torments and low GRs), where we have to fight in all kinds of small corridors and also want to deal the big damage as fast as possible (however only if you intend to basically oneshot stuff with a proc). Unfortunately it is rather difficult to acquire reliable data on this, so I can only go with my gut feeling here.
My last test was done with Buriza cubed, to see its behavior with grenades:
This screenshot doesn't show much more than that the extra grenades are also working with the belt, as expected. What it doesn't show is that the Buriza is actually quite difficult to proc, and it has something to do with how many targets are present and how they are distributed locally. It seems you need at least two targets and get the best results if you have a second (or more) target in a straight line right behind the first mob you hit with your grenades, which will make Buriza proc for additional damage.
Here is a little indication of what I mean:
This is only really relevant for the UE generator build, though, and keep in mind that Buriza still has an ICD of ~33 frames (so you can only get a proc on every second attack).
TL;DR: Hellcat Waistguard gives us many new builds, especially for solo DH. The proc chance seems to be 50% across the board. Some of the grenade skills we have are quite bouncy, making the juicy late bounces more difficult to unfold their potential when they jump out of a pull or against an obstacle and disappear. A low roll on the belt does not necessarily mean it's bad, especially for RoV - Anathema, Strafe - Demolition or Grenade - Grenade Cache and speedfarm builds in general. Buriza works for grenades but is difficult to proc, because it depends on your and your target's positioning.
Now that we're through with all of this, I also want to present you my guides for next patch. They are all aimed at pushing solo, and with this new belt we actually have a couple very competitive builds now. Personally, I will probably play Marauder's for pushing next season. *I will add some numbers to each build to give you an idea of what I would expect this to clear with ~1000-1400 paragon, good item rolls, augments and maybe 100-300 keys.*
I also plan on adding short written versions when Diablofans resets its build section with the new patch.
I hope you enjoyed the read and / or one of my guides, and maybe you're also looking forward to pushing solo with a different build next season.
Oct 19, 2016The Zeph posted a message on "HELP, I can't post anymore!" - issues with adblockerPosted in: Diablo III General Discussion
The comment field have a html [BB] view which can still be used normally. Just write as you usually do.
Aug 13, 2016AliRawidDuh posted a message on EU & US Rank #1 Witch Doctor using Jade Harvester | GR 84Posted in: Diablo III General Discussion
Hey guys! I just cleared GR 84 on my Jade Harvester which seems to be the rank 1 on EU and US servers (HC). I recorded my run and thought I'd share it with you:
Such a fun build to play!
You can see my build here:
Have fun all fellow Jade docs
PS. Our clan (EU HC) is looking for new members - cool people to play with Let me know if you're interested in joining!
Jan 25, 2016crayonsmind posted a message on Mastering All The Set Dungeons - Build Guides, Videos, Rankings And Tips!Posted in: Diablo III General Discussion
Welcome to my Set Dungeons Build Guides and Videos!
This thread has some general tips and tricks to completing all the Set Dungeons, as well as individual builds and example videos of how to complete each Set Dungeon SOLO!. The videos and guides are based on the current live Patch 2.4, rather than the various PTR (Public Test Realm) versions where Blizzard were balancing the Set Dungeons. If you get assistance with the Set Dungeons, the majority of these are much easier to complete, but I can't really give you many tips there as I've done all of these solo.
Some general comments and tips:
- If you're attempting the Season 5 Conquest for Mastering 8 Set Dungeons and are only plan on playing two classes, by far the two best class choices are Demon Hunter and Crusader. Most of their sets don't require much additional gear so farming up the Sets shouldn't take TOO long and their Set Dungeon difficulty isn't too high. If you have party members to help drop you the various required items, it will speed up the gearing process tremendously. If you play more than two classes, you can pick and choose Set Dungeons from the ranking list below.
- The majority of monsters in Set Dungeons spawn in completely random locations throughout the dungeon! In Set Dungeons where you have to hit a certain amount of monsters with a particular skill, you can constantly restart the Set Dungeon by leaving through the Green Portal that you entered without having to use Town Portal (which takes a long time). This tip will allow you to get the majority of your objectives completed at the start of the dungeon, rather than worrying about it towards the end.
- For players who are unable to select certain skills for their slots, you will need to enable 'Elective Mode' by going to the Game Menu (pressing Escape), clicking the Options tab, clicking the Gameplay tab, then under 'Interface' you need to tick the 'Elective Mode' option. This allows you to pick any and all skills (with some special exceptions) for your Left Click, Right Click, and Slots 1-4.
- The Kanai's Cube recipe (Skill of Nilfur) which converts Set Items into a random item of the same Set will be your best friend, so DON'T scrap any spare duplicate pieces of the Set until you have at least 5 or 6 total items of the Set!
- As mentioned above, it's possible to get party members to assist you in Set Dungeons, which will make the majority of these Set Dungeons easier.
- For Hardcore players, please make sure you attempt these Set Dungeons on 'NORMAL DIFFICULTY'. Also ensure that the rough area around the Set Dungeon is clear of monsters before you attempt it, in case you take fatal damage! When you take fatal damage, a Green Portal spawns in front of you which takes you back to the entrance of the Set Dungeon but DOES NOT HEAL YOU. Therefore a monster can easily take a swipe and kill you. This also means you should avoid using the Moratorium Legendary gem (thanks to user 'Cyberdoc' for bringing this up) at all costs if you play Hardcore, because the gem can 'stagger' and deal damage to you even after you exit the Set Dungeon and kill your character because normal Hardcore death rules apply once you've re-entered the normal world via the Green Portal. An easy fix for Blizzard would be to simply spawn characters at full health when they exit the Set Dungeon, but this is currently not the case.
Below is the overall difficulty of each Set Dungeon - Easiest to Hardest based on my own experiences roughly (your own attempts may vary!). I've started with Easiest so it's clear for anyone wanting to get the Conquest to Master 8 Set Dungeons. Note that the rankings below are just a general idea, it will greatly depend on how comfortable you are with the class and set, as well as supporting gear and RNG in the Set Dungeons.
Difficulty Solo (Easiest to Hardest)
- Invoker - Crusader
- Natalyas - Demon Hunter
- Immortal King - Barbarian
- Shadow - Demon Hunter
- Zunimassa - Witch Doctor
- Innas - Monk
- Arachyr - Witch Doctor
- Sunwuko - Monk
- Earth - Barbarian
- Light - Crusader
- Helltooth - Witch Doctor
- Tal Rasha - Wizard
- Marauder - Demon Hunter
- Akkhans - Crusader
- Vyrs - Wizard
- Rolands - Crusader
- Unhallowed Essence - Demon Hunter
- Ulianas - Monk
- Raekor - Barbarian
- Raiment - Monk
- Delseres - Wizard
- Firebird - Wizard
- Jade Harvester - Witch Doctor
- Wastes - Barbarian
Jul 26, 2016Posted in: Diablo III General Discussion
I've put some essential information about Season 7 into 1 spreadsheet. I hope you like it. It's still a work in progress.
Link to the spreadsheet: https://tinyurl.com/s7pocketguide
I will work on a PDF version as soon as the guide is ready.
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